musiclight2/old_scripts/flame_diffspeed.lua

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COOLDOWN_FACTOR = 0.9995
OVERDRIVE = 1.70
EXPONENT = 1.5
M = {2.3, 1.3, 1.0} -- mass
D = {1, 1, 1} -- spring strength
DAMPING = {} -- filled in init()
num_modules = 128
center_module = 64
num_masses = math.floor(num_modules/2)
excitement_pos = 1
-- maximum energy values for each band
maxRedEnergy = 1
maxGreenEnergy = 1
maxBlueEnergy = 1
-- spring-mass-grid values
pos_r = {}
pos_g = {}
pos_b = {}
vel_r = {}
vel_g = {}
vel_b = {}
acc_r = {}
acc_g = {}
acc_b = {}
-- output color buffers
red = {}
green = {}
blue = {}
r_tmp = {}
g_tmp = {}
b_tmp = {}
function limit(val)
if val > 1 then
return 1
elseif val < 0 then
return 0
else
return val
end
end
function periodic()
local redEnergy = get_energy_in_band(0, 400);
local greenEnergy = get_energy_in_band(400, 4000);
local blueEnergy = get_energy_in_band(4000, 22000);
local centerIndex = 2 * center_module + 1;
maxRedEnergy = maxRedEnergy * COOLDOWN_FACTOR
if redEnergy > maxRedEnergy then
maxRedEnergy = redEnergy
end
maxGreenEnergy = maxGreenEnergy * COOLDOWN_FACTOR
if greenEnergy > maxGreenEnergy then
maxGreenEnergy = greenEnergy
end
maxBlueEnergy = maxBlueEnergy * COOLDOWN_FACTOR
if blueEnergy > maxBlueEnergy then
maxBlueEnergy = blueEnergy
end
-- update the spring-mass string
-- the outside masses are special, as they are auto-returned to 0 position
-- { spring-mass pendulum } { friction }
--acc_r[1] = (-pos_r[1] + (pos_r[2] - pos_r[1])) * D / M
--acc_g[1] = (-pos_g[1] + (pos_g[2] - pos_g[1])) * D / M
--acc_b[1] = (-pos_b[1] + (pos_b[2] - pos_b[1])) * D / M
acc_r[num_masses] = (-pos_r[num_masses] + (pos_r[num_masses-1] - pos_r[num_masses])) * D[1] / M[1]
acc_g[num_masses] = (-pos_g[num_masses] + (pos_g[num_masses-1] - pos_g[num_masses])) * D[2] / M[2]
acc_b[num_masses] = (-pos_b[num_masses] + (pos_b[num_masses-1] - pos_b[num_masses])) * D[3] / M[3]
-- inside masses are only influenced by their neighbors
for i = 2,num_masses-1 do
acc_r[i] = (pos_r[i-1] + pos_r[i+1] - 2 * pos_r[i]) * D[1] / M[1]
acc_g[i] = (pos_g[i-1] + pos_g[i+1] - 2 * pos_g[i]) * D[2] / M[2]
acc_b[i] = (pos_b[i-1] + pos_b[i+1] - 2 * pos_b[i]) * D[3] / M[3]
end
-- update velocity and position
for i = 1,num_masses do
vel_r[i] = DAMPING[i] * (vel_r[i] + acc_r[i])
vel_g[i] = DAMPING[i] * (vel_g[i] + acc_g[i])
vel_b[i] = DAMPING[i] * (vel_b[i] + acc_b[i])
pos_r[i] = pos_r[i] + vel_r[i]
pos_g[i] = pos_g[i] + vel_g[i]
pos_b[i] = pos_b[i] + vel_b[i]
end
-- set the new position for the center module
newRed = redEnergy / maxRedEnergy
pos_r[excitement_pos] = newRed
vel_r[excitement_pos] = 0
acc_r[excitement_pos] = 0
newGreen = greenEnergy / maxGreenEnergy
pos_g[excitement_pos] = newGreen
vel_b[excitement_pos] = 0
acc_b[excitement_pos] = 0
newBlue = blueEnergy / maxBlueEnergy
pos_b[excitement_pos] = newBlue
vel_b[excitement_pos] = 0
acc_b[excitement_pos] = 0
-- map to LED modules
for i = 1,num_masses do
r_tmp[i] = pos_r[i]
g_tmp[i] = pos_g[i]
b_tmp[i] = pos_b[i]
r_tmp[num_modules-i+1] = pos_r[i]
g_tmp[num_modules-i+1] = pos_g[i]
b_tmp[num_modules-i+1] = pos_b[i]
--print(i, pos_r[i])
end
-- make colors more exciting
for i = 1,num_modules do
red[i] = limit(OVERDRIVE * math.pow(r_tmp[i], EXPONENT))
green[i] = limit(OVERDRIVE * math.pow(g_tmp[i], EXPONENT))
blue[i] = limit(OVERDRIVE * math.pow(b_tmp[i], EXPONENT))
end
-- return the 3 color arrays
return red, green, blue
end
function init(nmod, cmod)
num_modules = nmod
center_module = cmod
num_masses = math.floor(nmod/2)
excitement_pos = 1
for i = 1,nmod do
red[i] = 0
green[i] = 0
blue[i] = 0
end
for i = 1,num_masses do
pos_r[i] = 0
pos_g[i] = 0
pos_b[i] = 0
vel_r[i] = 0
vel_g[i] = 0
vel_b[i] = 0
acc_r[i] = 0
acc_g[i] = 0
acc_b[i] = 0
DAMPING[i] = 1 - 0.08 * math.pow(math.abs((i - excitement_pos) / num_masses), 2)
end
-- don't use fading
return 0
end